import { DIRECTIONS } from './defs.js'; // Draw layers const LAYER_TERRAIN = 0; const LAYER_ITEM = 1; const LAYER_ACTOR = 2; const LAYER_OVERLAY = 3; // TODO cc2 order is: swivel, thinwalls, canopy (and yes you can have them all in the same tile) const TILE_TYPES = { // Floors and walls floor: { draw_layer: LAYER_TERRAIN, }, floor_letter: { draw_layer: LAYER_TERRAIN, load(me, template) { me.ascii_code = template.modifier; }, }, floor_custom_green: { draw_layer: LAYER_TERRAIN, }, floor_custom_pink: { draw_layer: LAYER_TERRAIN, }, floor_custom_yellow: { draw_layer: LAYER_TERRAIN, }, floor_custom_blue: { draw_layer: LAYER_TERRAIN, }, wall: { draw_layer: LAYER_TERRAIN, blocks_all: true, }, wall_custom_green: { draw_layer: LAYER_TERRAIN, blocks_all: true, }, wall_custom_pink: { draw_layer: LAYER_TERRAIN, blocks_all: true, }, wall_custom_yellow: { draw_layer: LAYER_TERRAIN, blocks_all: true, }, wall_custom_blue: { draw_layer: LAYER_TERRAIN, blocks_all: true, }, wall_invisible: { draw_layer: LAYER_TERRAIN, // TODO cc2 seems to make these flicker briefly blocks_all: true, }, wall_appearing: { draw_layer: LAYER_TERRAIN, blocks_all: true, on_bump(me, level, other) { level.transmute_tile(me, 'wall'); }, }, popwall: { draw_layer: LAYER_TERRAIN, blocks_monsters: true, blocks_blocks: true, on_depart(me, level, other) { level.transmute_tile(me, 'wall'); }, }, // FIXME these should be OVERLAY by cc2 rules, but the cc1 tiles are opaque and cover everything else thinwall_n: { draw_layer: LAYER_TERRAIN, thin_walls: new Set(['north']), }, thinwall_s: { draw_layer: LAYER_TERRAIN, thin_walls: new Set(['south']), }, thinwall_e: { draw_layer: LAYER_TERRAIN, thin_walls: new Set(['east']), }, thinwall_w: { draw_layer: LAYER_TERRAIN, thin_walls: new Set(['west']), }, thinwall_se: { draw_layer: LAYER_TERRAIN, thin_walls: new Set(['south', 'east']), }, fake_wall: { draw_layer: LAYER_TERRAIN, blocks_all: true, on_bump(me, level, other) { level.transmute_tile(me, 'wall'); }, }, fake_floor: { draw_layer: LAYER_TERRAIN, blocks_all: true, on_bump(me, level, other) { level.transmute_tile(me, 'floor'); }, }, canopy: { draw_layer: LAYER_OVERLAY, }, // Swivel doors swivel_floor: { draw_layer: LAYER_TERRAIN, }, swivel_ne: { draw_layer: LAYER_OVERLAY, thin_walls: new Set(['north', 'east']), is_swivel: true, on_depart(me, level, other) { if (other.direction === 'north') { level.transmute_tile(me, 'swivel_se'); } else if (other.direction === 'east') { level.transmute_tile(me, 'swivel_nw'); } }, }, swivel_se: { draw_layer: LAYER_OVERLAY, thin_walls: new Set(['south', 'east']), is_swivel: true, on_depart(me, level, other) { if (other.direction === 'south') { level.transmute_tile(me, 'swivel_ne'); } else if (other.direction === 'east') { level.transmute_tile(me, 'swivel_sw'); } }, }, swivel_sw: { draw_layer: LAYER_OVERLAY, thin_walls: new Set(['south', 'west']), is_swivel: true, on_depart(me, level, other) { if (other.direction === 'south') { level.transmute_tile(me, 'swivel_nw'); } else if (other.direction === 'west') { level.transmute_tile(me, 'swivel_se'); } }, }, swivel_nw: { draw_layer: LAYER_OVERLAY, thin_walls: new Set(['north', 'west']), is_swivel: true, on_depart(me, level, other) { if (other.direction === 'north') { level.transmute_tile(me, 'swivel_ne'); } else if (other.direction === 'west') { level.transmute_tile(me, 'swivel_ne'); } }, }, // Locked doors door_red: { draw_layer: LAYER_TERRAIN, blocks_all: true, on_bump(me, level, other) { if (other.type.has_inventory && other.take_item('key_red')) { level.transmute_tile(me, 'floor'); } }, }, door_blue: { draw_layer: LAYER_TERRAIN, blocks_all: true, on_bump(me, level, other) { if (other.type.has_inventory && other.take_item('key_blue')) { level.transmute_tile(me, 'floor'); } }, }, door_yellow: { draw_layer: LAYER_TERRAIN, blocks_all: true, on_bump(me, level, other) { if (other.type.has_inventory && other.take_item('key_yellow')) { level.transmute_tile(me, 'floor'); } }, }, door_green: { draw_layer: LAYER_TERRAIN, blocks_all: true, on_bump(me, level, other) { if (other.type.has_inventory && other.take_item('key_green')) { level.transmute_tile(me, 'floor'); } }, }, // Terrain dirt: { draw_layer: LAYER_TERRAIN, blocks_monsters: true, blocks_blocks: true, // TODO block melinda only without the hiking boots; can't use ignore because then she wouldn't step on it :S also ignore doesn't apply to blocks anyway. on_arrive(me, level, other) { level.transmute_tile(me, 'floor'); }, }, gravel: { draw_layer: LAYER_TERRAIN, blocks_monsters: true, }, // Hazards fire: { draw_layer: LAYER_TERRAIN, blocks_monsters: true, on_arrive(me, level, other) { if (other.type.name === 'ice_block') { level.remove_tile(other); level.transmute_tile(me, 'water'); } else if (other.type.is_player) { level.fail("Oops! You can't walk on fire without fire boots!"); level.transmute_tile(other, 'player_burned'); } else { level.remove_tile(other); } }, }, water: { draw_layer: LAYER_TERRAIN, on_arrive(me, level, other) { // TODO cc1 allows items under water, i think; water was on the upper layer if (other.type.name === 'dirt_block' || other.type.name === 'clone_block') { level.remove_tile(other); level.transmute_tile(me, 'dirt'); } else if (other.type.name === 'ice_block') { level.remove_tile(other); level.transmute_tile(me, 'ice'); } else if (other.type.is_player) { level.fail("swimming with the fishes"); level.transmute_tile(other, 'player_drowned'); } else { level.remove_tile(other); } }, }, turtle: { draw_layer: LAYER_TERRAIN, on_depart(me, level, other) { // TODO become a splash (good test: push a block on a turtle, then push again; you don't fall in water because the splash blocks you!) level.transmute_tile(me, 'water'); }, }, ice: { draw_layer: LAYER_TERRAIN, slide_mode: 'ice', }, ice_sw: { draw_layer: LAYER_TERRAIN, thin_walls: new Set(['south', 'west']), slide_mode: 'ice', on_arrive(me, level, other) { if (other.direction === 'south') { level.set_actor_direction(other, 'east'); } else { level.set_actor_direction(other, 'north'); } }, }, ice_nw: { draw_layer: LAYER_TERRAIN, thin_walls: new Set(['north', 'west']), slide_mode: 'ice', on_arrive(me, level, other) { if (other.direction === 'north') { level.set_actor_direction(other, 'east'); } else { level.set_actor_direction(other, 'south'); } }, }, ice_ne: { draw_layer: LAYER_TERRAIN, thin_walls: new Set(['north', 'east']), slide_mode: 'ice', on_arrive(me, level, other) { if (other.direction === 'north') { level.set_actor_direction(other, 'west'); } else { level.set_actor_direction(other, 'south'); } }, }, ice_se: { draw_layer: LAYER_TERRAIN, thin_walls: new Set(['south', 'east']), slide_mode: 'ice', on_arrive(me, level, other) { if (other.direction === 'south') { level.set_actor_direction(other, 'west'); } else { level.set_actor_direction(other, 'north'); } }, }, force_floor_n: { draw_layer: LAYER_TERRAIN, slide_mode: 'force', on_arrive(me, level, other) { level.set_actor_direction(other, 'north'); }, }, force_floor_e: { draw_layer: LAYER_TERRAIN, slide_mode: 'force', on_arrive(me, level, other) { level.set_actor_direction(other, 'east'); }, }, force_floor_s: { draw_layer: LAYER_TERRAIN, slide_mode: 'force', on_arrive(me, level, other) { level.set_actor_direction(other, 'south'); }, }, force_floor_w: { draw_layer: LAYER_TERRAIN, slide_mode: 'force', on_arrive(me, level, other) { level.set_actor_direction(other, 'west'); }, }, force_floor_all: { draw_layer: LAYER_TERRAIN, slide_mode: 'force', // TODO ms: this is random, and an acting wall to monsters (!) on_arrive(me, level, other) { level.set_actor_direction(other, level.get_force_floor_direction()); }, }, bomb: { draw_layer: LAYER_ITEM, // TODO explode on_arrive(me, level, other) { level.remove_tile(me); level.remove_tile(other); if (other.type.is_player) { level.fail("watch where you step"); } }, }, thief_tools: { draw_layer: LAYER_TERRAIN, on_arrive(me, level, other) { if (other.inventory) { for (let [name, count] of Object.entries(other.inventory)) { if (count > 0 && TILE_TYPES[name].is_tool) { other.take_item(name, count); } } } }, }, thief_keys: { draw_layer: LAYER_TERRAIN, on_arrive(me, level, other) { if (other.inventory) { for (let [name, count] of Object.entries(other.inventory)) { if (count > 0 && TILE_TYPES[name].is_key) { other.take_item(name, count); } } } }, }, forbidden: { draw_layer: LAYER_TERRAIN, }, // Mechanisms dirt_block: { draw_layer: LAYER_ACTOR, blocks_all: true, is_actor: true, is_block: true, ignores: new Set(['fire']), movement_speed: 4, }, clone_block: { draw_layer: LAYER_ACTOR, // TODO is this in any way distinct from dirt block blocks_all: true, is_actor: true, is_block: true, ignores: new Set(['fire']), movement_speed: 4, }, ice_block: { draw_layer: LAYER_ACTOR, blocks_all: true, is_actor: true, is_block: true, movement_speed: 4, pushes: { ice_block: true, }, }, green_floor: { draw_layer: LAYER_TERRAIN, }, green_wall: { draw_layer: LAYER_TERRAIN, blocks_all: true, }, green_chip: { draw_layer: LAYER_ITEM, is_chip: true, is_required_chip: true, blocks_monsters: true, blocks_blocks: true, on_arrive(me, level, other) { if (other.type.is_player) { level.collect_chip(); level.remove_tile(me); } }, }, green_bomb: { draw_layer: LAYER_ITEM, on_arrive(me, level, other) { // TODO explode level.remove_tile(me); level.remove_tile(other); if (other.type.is_player) { level.fail("watch where you step"); } }, }, cloner: { draw_layer: LAYER_TERRAIN, blocks_all: true, activate(me, level) { let cell = me.cell; // Copy, so we don't end up repeatedly cloning the same object for (let tile of Array.from(cell)) { if (tile !== me && tile.type.is_actor) { // Copy this stuff in case the movement changes it let type = tile.type; let direction = tile.direction; // Unstick and try to move the actor; if it's blocked, // abort the clone level.set_actor_stuck(tile, false); if (level.attempt_step(tile, direction)) { level.actors.push(tile); // FIXME add this underneath, just above the cloner level.add_tile(new tile.constructor(type, direction), cell); } else { level.set_actor_stuck(tile, true); } } } }, }, trap: { draw_layer: LAYER_TERRAIN, on_arrive(me, level, other) { if (! me.open) { level.set_actor_stuck(other, true); } }, }, teleport_blue: { draw_layer: LAYER_TERRAIN, connects_to: 'teleport_blue', connect_order: 'backward', is_teleporter: true, // TODO to make this work, i need to be able to check if a spot is blocked /ahead of time/ }, // Buttons button_blue: { draw_layer: LAYER_TERRAIN, on_arrive(me, level, other) { // Flip direction of all tanks for (let actor of level.actors) { // TODO generify somehow?? if (actor.type.name === 'tank_blue') { level.set_actor_direction(actor, DIRECTIONS[actor.direction].opposite); } } }, }, button_green: { draw_layer: LAYER_TERRAIN, on_arrive(me, level, other) { // Swap green floors and walls // TODO could probably make this more compact for undo purposes for (let row of level.cells) { for (let cell of row) { for (let tile of cell) { if (tile.type.name === 'green_floor') { level.transmute_tile(tile, 'green_wall'); } else if (tile.type.name === 'green_wall') { level.transmute_tile(tile, 'green_floor'); } else if (tile.type.name === 'green_chip') { level.transmute_tile(tile, 'green_bomb'); } else if (tile.type.name === 'green_bomb') { level.transmute_tile(tile, 'green_chip'); } } } } }, }, button_brown: { draw_layer: LAYER_TERRAIN, connects_to: 'trap', connect_order: 'forward', on_arrive(me, level, other) { if (me.connection && me.connection.cell) { let trap = me.connection; level._set_prop(trap, 'open', true); for (let tile of trap.cell) { if (tile.type.is_actor) { if (tile.stuck) { level.set_actor_stuck(tile, false); } // Forcibly move anything released from a trap, to keep // it in sync with whatever pushed the button level.attempt_step(tile, tile.direction); } } } }, on_depart(me, level, other) { if (me.connection && me.connection.cell) { let trap = me.connection; level._set_prop(trap, 'open', false); for (let tile of trap.cell) { if (tile.type.is_actor) { level.set_actor_stuck(tile, true); } } } }, }, button_red: { draw_layer: LAYER_TERRAIN, connects_to: 'cloner', connect_order: 'forward', on_arrive(me, level, other) { if (me.connection && me.connection.cell) { me.connection.type.activate(me.connection, level); } }, }, // Critters bug: { draw_layer: LAYER_ACTOR, is_actor: true, is_monster: true, blocks_monsters: true, blocks_blocks: true, movement_mode: 'follow-left', movement_speed: 4, }, paramecium: { draw_layer: LAYER_ACTOR, is_actor: true, is_monster: true, blocks_monsters: true, blocks_blocks: true, movement_mode: 'follow-right', movement_speed: 4, }, ball: { draw_layer: LAYER_ACTOR, is_actor: true, is_monster: true, blocks_monsters: true, blocks_blocks: true, movement_mode: 'bounce', movement_speed: 4, }, walker: { draw_layer: LAYER_ACTOR, is_actor: true, is_monster: true, blocks_monsters: true, blocks_blocks: true, movement_mode: 'bounce-random', movement_speed: 4, }, tank_blue: { draw_layer: LAYER_ACTOR, is_actor: true, is_monster: true, blocks_monsters: true, blocks_blocks: true, movement_mode: 'forward', movement_speed: 4, }, blob: { draw_layer: LAYER_ACTOR, is_actor: true, is_monster: true, blocks_monsters: true, blocks_blocks: true, movement_mode: 'random', movement_speed: 8, }, teeth: { draw_layer: LAYER_ACTOR, is_actor: true, is_monster: true, blocks_monsters: true, blocks_blocks: true, movement_mode: 'pursue', movement_speed: 4, uses_teeth_hesitation: true, }, fireball: { draw_layer: LAYER_ACTOR, is_actor: true, is_monster: true, blocks_monsters: true, blocks_blocks: true, movement_mode: 'turn-right', movement_speed: 4, ignores: new Set(['fire']), }, glider: { draw_layer: LAYER_ACTOR, is_actor: true, is_monster: true, blocks_monsters: true, blocks_blocks: true, movement_mode: 'turn-left', movement_speed: 4, ignores: new Set(['water']), }, // Keys key_red: { draw_layer: LAYER_ITEM, is_item: true, is_key: true, }, key_blue: { draw_layer: LAYER_ITEM, is_item: true, is_key: true, }, key_yellow: { draw_layer: LAYER_ITEM, is_item: true, is_key: true, }, key_green: { draw_layer: LAYER_ITEM, is_item: true, is_key: true, }, // Tools cleats: { draw_layer: LAYER_ITEM, is_item: true, is_tool: true, item_ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']), }, suction_boots: { draw_layer: LAYER_ITEM, is_item: true, is_tool: true, item_ignores: new Set([ 'force_floor_n', 'force_floor_s', 'force_floor_e', 'force_floor_w', 'force_floor_all', ]), }, fire_boots: { draw_layer: LAYER_ITEM, is_item: true, is_tool: true, item_ignores: new Set(['fire']), }, flippers: { draw_layer: LAYER_ITEM, is_item: true, is_tool: true, item_ignores: new Set(['water']), }, // Progression player: { draw_layer: LAYER_ACTOR, is_actor: true, is_player: true, has_inventory: true, movement_speed: 4, pushes: { dirt_block: true, clone_block: true, ice_block: true, }, // FIXME this prevents thief from taking green key infinite_items: { key_green: true, }, }, player_drowned: { draw_layer: LAYER_ACTOR, }, player_burned: { draw_layer: LAYER_ACTOR, }, chip: { draw_layer: LAYER_ITEM, is_chip: true, is_required_chip: true, blocks_monsters: true, blocks_blocks: true, on_arrive(me, level, other) { if (other.type.is_player) { level.collect_chip(); level.remove_tile(me); } }, }, chip_extra: { draw_layer: LAYER_ITEM, is_chip: true, blocks_monsters: true, blocks_blocks: true, on_arrive(me, level, other) { if (other.type.is_player) { level.collect_chip(); level.remove_tile(me); } }, }, score_10: { draw_layer: LAYER_ITEM, }, score_100: { draw_layer: LAYER_ITEM, }, score_1000: { draw_layer: LAYER_ITEM, }, score_2x: { draw_layer: LAYER_ITEM, }, hint: { draw_layer: LAYER_TERRAIN, is_hint: true, }, socket: { draw_layer: LAYER_TERRAIN, blocks_all: true, on_bump(me, level, other) { if (other.type.is_player && level.chips_remaining === 0) { level.transmute_tile(me, 'floor'); } }, }, exit: { draw_layer: LAYER_TERRAIN, on_arrive(me, level, other) { if (other.type.is_player) { level.win(); } }, }, }; // Tell them all their own names for (let [name, type] of Object.entries(TILE_TYPES)) { type.name = name; if (type.draw_layer === undefined || type.draw_layer !== Math.floor(type.draw_layer) || type.draw_layer >= 4) { console.error(`Tile type ${name} has a bad draw layer`); } } export default TILE_TYPES;